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NFS World Offline Developement Thread

Discussion on NFS World Offline Developement Thread within the Need for Speed World forum part of the Other Online Games category.

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Old 09/02/2015, 15:48   #1051
 
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Originally Posted by GlideImage View Post
EDITED: looks as the only thing different is the Drag, Diamond hunter and heavy mass special skills with as it seems no effect at all except to use up a space. Anyway! I will check back tomorrow.
They don't have any affect, someone posting about this and I haven't tried the info but you have to manually add it in somewhere.
I assume the best method would be directly to the Servers Basket file of said car, then buy the car.
If you don't know how to find a cars basket file, buy it, then hurry and check the command windows, one of them shows the act of adding it in and gives its basket file number.
I am sure you can add it in your slots file but that is such a wall of text and you will have a ton of extra work to figure out which car to edit the files into.

It's from the "we have particles baby" thread I believe.
(sorry that I cant give proper credit) but @Buzzcopter is most likely the reason behind finding this info.
If you check a basket file, you will realize how self explanatory to where these code go and obviously, you leave off the names and such, you just use the <visualparttrans>bla bla bla </visualparttrans>
As long as it is in the general area of the rest and takes up its own spot, it does not matter if it is before or after one of the default visual codes in there.
I personally would add it in last, this way, if it does not work right, you know where it is to remove it.
Remember, you have to then buy the car, it will have no affect on the car you already own.

If you have not realized, in the coding world, everything begins with <code> and ends with </code> and only one code per set.
And such as the visual code, there is an extra <visualparttrans> </visualparttrans> at the top and bottom of them all and if the car has none, then at the end of the whole code is one <VisualParts />
I assume you would remove that.... add the default <visualparttrans> </visualparttrans>(which is I assume,is a wrapper code) and put these codes inbetween.

Again, just as everything else, I am just speculating, because I do know how coding works and it always follows said pattern.
Once I am awake all the way, I will experiment, but pretty sure I am correct though.
I will even try to add them into those three cars you gave me the carslots code for, and give it back to you, then you can add that back into your slots file, I will test first and if it works, you will have two versions of the cars.
The only thing I am worried about using the carslots only method, is the other files in the 100 folder, why it works(adding in those three cars) without editing those other files too.


Quote:
Originally Posted by InnZumNiaK View Post
I cannot download the file , rghost is not working for me, i think that is my ISP, and i want to test it and spot the differences with the WIP all track file that i'm making.

About the omega industries thing... i mean this.
Ohhhhh, well none of the unfinished tracks has those.
You have to try out that ID 203 City Center Circuit track though, it's my new fav Circuit and I personally do not even like Circuits, other than Chicken Run...most are too long for me.

Quote:
Originally Posted by InnZumNiaK View Post
BTW thanks for the code info for repairing the Elise Limited, the mazdas, the silvia explusive and the supra drag, it worked like a charm
No prob, if you happen upon any others, feel free to PM me the car in question.
Give me the info I need though, as someone PMed me last week about the mazda's and all he said was Mazda RX-7 FD3S.
It took me forever to figure out what Editions he was referring to as none are even listed ingame with the "FD3S" sub title and there are 7 of those Editions too. Blue, Battle, Sidestep, 4 3 and 2....
I do not, and will not ever remember all the subtitles, I just need the actual ingame name and its Edition(s), if any, that is.
Lol.

Quote:
Originally Posted by InnZumNiaK View Post
I'm working on a third and probably final version of my all track files. i will look at the post to see if anything is missing in the files i'm editing now.

can i ask you a favor, can you upload to mediafire the gamermca's all track that is in this very post, so i can download it and test it?
I am pretty sure you are missing about 15 or so tracks, give or take.
I wish now I would have taken notes on the ones I was missing from @Keule306 file, could have saved you some work.

Once you are sure you have all the tracks, share it, as I would like a version with the Car Class thing too.
Keule306 used the hash 607077938 for all tracks, does that represent "open" and the AI's will try to match your Class that you used?

Edit, incase you do not know this.
What goes in the availableatlevel.xml...only causes the icon to appear on the map and the popup, when you get near the track.
What goes in the Launchevent folder, is what causes the event to start and without that, the availableatlevel.xml is useless.

Making the launchevent files is as simple as making copies of any one of them, pasting somewhere else, then edit it to represent the new track you are adding in, both it's name and the inside code ID number.

I posted this, for others as well, to help them along.

All a person really has to do is share the ID number and the rest, we can all do on our own in seconds.
Again, I wish I would have taken notes when merging my xml with Keule306's...as those numbers are all you would need.
As I have posted the ID 203 for the City Center track, you can now if you wish, manually edit and create both sets of files in seconds, enter safe house, leave and that purple icon will show up on the map
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Old 09/02/2015, 17:06   #1052
 
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Quote:
Originally Posted by gamermca View Post
If that is how it works, cant we use the number representing S class, meaning no matter what car you use, the AI's will always use S class?
If so, what is the number representing S class? as I would love to make a Track Edition like that.
Bassed on my availableatlevel numbers and whats listed in car class these are the numbers as follow

I think I have them in the correct order (pretty sure)
S Class -2142411446
A Class -405837480
B Class -406473455
C Class 1866825865
D Class 415909161
E Class 872416321

The numbers in the availableatlevel.xml I have has these numbers and in the carclasses.xml (server folder) shows these same numbers for the class range.

EDIT: I was thinking of the same thing not to long ago but never got around to actually trying it yet. I just prepared the list for when ready to try it!
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Old 09/02/2015, 17:30   #1053
 
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Quote:
Originally Posted by GlideImage View Post
Bassed on my availableatlevel numbers and whats listed in car class these are the numbers as follow

I think I have them in the correct order (pretty sure)
S Class -2142411446
A Class -405837480
B Class -406473455
C Class 1866825865
D Class 415909161
E Class 872416321

The numbers in the availableatlevel.xml I have has these numbers and in the carclasses.xml (server folder) shows these same numbers for the class range.

EDIT: I was thinking of the same thing not to long ago but never got around to actually trying it yet. I just prepared the list for when ready to try it!
Thanks, was going to try to figure it out myself, but you saved me a bunch of work


The number @Keule306 used which is also what my versions have is 607077938, I assume it represents "open"

Going to try the S Class number with construction RT, and see if it forces the AI's to use S class cars, I will join with something like the MazdaSpeed, untuned and see what happens.

I honestly do not believe it will change a damn thing other than maybe causing the event popup to show "restricted S class"
I think what cars the AI's pick is hard coded into the game to follow the default versions of the tracks and if they are open tracks, the AI's will try to match what car you use, regardless of what is in the availableatlevel.xml

Getting shower, and will try it when I get back and post results and hope I am wrong though.

Edit....
Well, just as I thought, it did change the popup to S class restricted, but did not do anything else.
I finished Construction RT with a time of like 1:34 sec top speed 124mph and destroyed the AI's so obviously they were also using E class cars too.
Then I switched back to 607077938, raced again and I seen zero difference in anything other than the restriction class notify being gone.

So that is a huge no, other than the Mods people are doing with the bin file, one must be able to modify the games exe to do what I wished.
The availableatlevel.xml is nothing more than for visual purposes only to be able to have something to click to launch events and since the all the launchevents files are exactly the same code, editing them would also be a huge nothing (other than to do the TE thing which just tricks the event to include a single player mode)

Oddly though, changing back to the open ID and going in and out of the safe house did not remove the S class thing when hovering over the track Icon.
I had to remove the entire code from the availableatlevel.xml enter/exist safe house, the track was then missing, then I put it back in with the original 607077938 entered exited safe house, and it was back to normal again.
Odd.

Hey I will be back later to mess with the previous visuals and skill mods on cars.
Have a doc appointment and have to leave in 15 mins.

Edit, just thought of something, if you can do the TE trick, why cant you use an S class race and change the ID in its launchevent file to forsay construction RT's which may force the AI's in CR to use S class cars?
That may just work, but dam have to leave..
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Old 09/02/2015, 19:47   #1054
 
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Quote:
Originally Posted by gamermca View Post
Edit, just thought of something, if you can do the TE trick, why cant you use an S class race and change the ID in its launchevent file to forsay construction RT's which may force the AI's in CR to use S class cars?
That may just work, but dam have to leave..
Well I just tried to put 43 (oops not 47) in 37 (Construction Route in Rosewood loop S class) and the AI's used a class car as I used or close to it, I had a D class Silvia and they used low class cars also. Hmmm! There has to be a way!
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Old 09/02/2015, 21:49   #1055
 
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Quote:
Originally Posted by GlideImage View Post
Well I just tried to put 43 (oops not 47) in 37 (Construction Route in Rosewood loop S class) and the AI's used a class car as I used or close to it, I had a D class Silvia and they used low class cars also. Hmmm! There has to be a way!
I thought for sure that would work.
Are you positive you used an S class tracks launch event file(not just one edited to say its S class) and edited that to CR ID and then used that event to load CR and not just load CR from its Icon and loaded from the edited tracks Icon?
This whole thing you must do before loading the game, I assume too.
The fact you can edit a meeting place to force the TE to play in single player, tells me the S trick should work as well.
As always, I am just speculation though.
Thanks for trying though, it sounded like a plan, I was almost sure it would have worked.

.
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Old 09/02/2015, 22:32   #1056
 
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Hey guys, I hate to be a pain in the **** about this, but is there any other way to get rewards after pursuits and races since V1.8 of the offline server isn't coming out?
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Old 09/02/2015, 22:37   #1057
 
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Originally Posted by trackmaniamatt489 View Post
Hey guys, I hate to be a pain in the **** about this, but is there any other way to get rewards after pursuits and races since V1.8 of the offline server isn't coming out?
unless you figure it out yourself, that is a huge no

Vk stole berkey's hard work so he will not release beta 1.8 to include a working economy so that VK can steal it and include it in he paid version of Berkays free give back to the community.

However, when Berkay gets done and releases the online version, it will include the working economy, and Vk cant steal that.

It is what it is.
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Old 09/02/2015, 23:50   #1058
 
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Hard pursuits

Changes:
-All cops have 4x their usual mass
-Cooldown takes twice as long
-Cop count cap multiplied by 4
-Time needed to go up heat levels changed
--Heat 1 > 2 = 30 sec
--Heat 2 > 3 = 45 sec
--Heat 3 > 4 = 60 sec
--Heat 4 > 5 = 75 sec
-Changed amount of rhinos that spawn at once
--Heat 1: 0 rhinos
--Heat 2: 1 rhino
--Heat 3: 2 rhinos
--Heat 4: 3 rhinos
--Heat 5: 4 rhinos
-Ready, one more lap, run flats, instant cooldown, emergency evade, and team emergency evade all take 68 years to cool down
Attached Files
File Type: rar Hard Pursuits.rar (411.9 KB, 73 views)
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Old 09/03/2015, 04:44   #1059
 
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Quote:
Originally Posted by gamermca View Post

Once you are sure you have all the tracks, share it, as I would like a version with the Car Class thing too.
Keule306 used the hash 607077938 for all tracks, does that represent "open" and the AI's will try to match your Class that you used?

If that is how it works, cant we use the number representing S class, meaning no matter what car you use, the AI's will always use S class?
If so, what is the number representing S class? as I would love to make a Track Edition like that.
These are all the hashes for class restricted tracks (the same of car classes)

"S"
-2142411446

"A"
-405837480

"B"
-406473455

"C"
1866825865

"D"
415909161

"E"
872416321

Open
607077938

the AI's will try to match your Class that you used?

No, for some reason, even if you remove or change the class restricted badge to a class restricted track, the AI will still use cars from the proper and original class. Example, you can set Rosewood & Lyons to open, S, E, or any other class and the AI will still choose B cars, no matter the car you use to enter the event. this applies to open events too, no matter what badge you set to them, the AI will still choose any car.

The reason why i still use the badges is for that the user will know which car class the AI will use in that specific race.

i'm making the credits and changelog adjustments to my file and will upload my new all track collection
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Old 09/03/2015, 09:02   #1060
 
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@FEDPOL1: Wow. Now the cops are really hard like a stone.
When you crash into them you can't escape easily anymore. This is really for pro's
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Old 09/03/2015, 15:43   #1061
 
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Quote:
Originally Posted by FEDPOL1 View Post
Hard pursuits & bouncy cars

Changes in hard pursuits:
-All cops have 4x their usual mass
-Cooldown takes twice as long
-Cop count cap is 4x what it was
-Time needed to go up heat levels changed
--Heat 1 > 2 = 30 sec
--Heat 2 > 3 = 45 sec
--Heat 3 > 4 = 60 sec
--Heat 4 > 5 = 75 sec

Changes in bouncy cars:
-All cars have 10% their usual mass
Nice work, thanks! But... - He stole your job and sends a link to the forums on his Yandex drive.


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Old 09/04/2015, 05:06   #1062
 
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Quote:
CHANGELOG v3mf (maybe final):

1) Lots of tracks added!

- In Rosewood

- Interchange & Bond (Sprint) ID158
- Union Row & Ocean (Sprint) ID166
- Unlocalized String (Team Escape) No sp data ID380
- Diamond & Valley (Sprint) ID159
- Unlocalized String (Drag) ID156
- Omega (Circuit) ID196
- Boundary (Circuit) ID175
- Petersburg (C Class Circuit) ID209
- Unlocalized String (Drag) ID194
- College Loop (B Class Circuit) ID144
- Unlocalized String (Team Escape) No sp data ID498

- In North Camden

- Dunwich Bay (Circuit) ID176
- Seagate & Camden (Sprint) ID109

- In South Camden

- Unlocalized String (Drag) ID202
- Bay & Terminal (sprint) ID95
- Chase & Bristol (sprint) ID198
- Industrial & Lennox (sprint) ID87
- Camden & Dunwich(sprint) ID104
- Unlocalized String (Drag) ID183
- Unlocalized String (Drag) ID116
- Camden & Ironwood (sprint) ID169
- Unlocalized String (Drag) ID165

- In Rockport

- Unlocalized String (Team Escape) No sp data ID390
- Bond & Country Club (Sprint) ID148
- East Park (Sprint) ID135
- Iron Horse (Circuit) ID133
- Unlocalized String (Sprint) ID382

- In Palmont

- Unlocalized String (Pursuit Outrun) ID2
- Welcome to Palmont (Circuit) ID218
- Downtown Run (Sprint) ID219
- Rosewood Circuit (C Class Circuit) ID350

- In Kempton

- Robinson Way (Circuit) ID279

- In Fortuna

- Route 21 (Circuit) ID252
- track 103 (Sprint) ID265
- South Fortuna Circuit (Circuit) ID280
- Mason St Bridge (Sprint) ID277
- Unlocalized String (Circuit) ID301

- In Silverton

- Unlocalized String (Sprint) ID232


2) Tested and not added (Removed Bugged Tracks)

In Rosewood

- HWY 99 & Projects (Sprint) (bugged finish line) ID117

In Rockport

- Test Circuit (Circuit) (your car starts in the sky) ID369

In Palmont

- Campbell Tunnel (Sprint)----- (no course to follow) ID351

In Fortuna

- Unlocalized String (Circuit)----- (Campbell Tunnel clone no course to follow) ID283
- Mason Street (Sprint)----- (Campbell Tunnel clone no course to follow) ID294

In Silverton

- Camden & Ironwood (Sprint)-----(Campbell Tunnel clone no course to follow) ID221


Credits & Full Changelog inside
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Old 09/04/2015, 06:41   #1063
 
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Quote:
Originally Posted by InnZumNiaK View Post


Credits & Full Changelog inside
Nice work bro and thanks for sharing,


Edit
I hate to say this, but something still is not right.
I will update this thread once I compare them completely.

OK, these tracks you are still missing and thanks for the update on the bugged tracks, I will remove them from my list.
Plus, doing this I found two more tracks.


These are the ones you do not have.
84 (circuit)..found that I had this launchevent file and no XML code
103
127 (drag)..found that I had this launchevent file and no XML code
243
282
359

After adding in the few I was missing and removing the launchevents that are bugged, I now have 287 launchevent files and the availableatlevel.xml matches it perfectly.
Man, I have no idea how I missed those two (84 and 127)

Yours has 282 file so once you add those in you will have 288 files.
I didn't not go through yours completely, but I did notice you have the launchevent file ID48 which is the Tutorial Track clone of ID 47 construction RT and you dont have the availableatlevel.xml code for "ID48" so that launchevent file is not even needed.
Hopefully that is the only difference.

BTW, those two I found, are almost impossible to see on the map, prob why noone added them in, they play perfectly too.
There was one more(sprint) in the same area and I had the launchevent file for it, but the finishline is bugged and you cant finish. (ID86)

ID84


ID127
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Old 09/04/2015, 08:00   #1064

 
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There are no Tutorial Tracks in your File :/
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Old 09/04/2015, 08:25   #1065
 
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Quote:
Originally Posted by Keule306 ✌ View Post
There are no Tutorial Tracks in your File :/
When I merged yours with mine, I noticed you had ID 43 and 44 which both represent Construction RT, so I removed 44 as its exactly the same as 43 other than it being labeled a Tutorial and single player only and even though it makes no difference as we can only play single player, I just prefer to have ID 43 as for some reason, ID 44 over rides the ability to use ID 43 and it's pointless to have both.

Do you know if there are others like that as well?

N/M, figured it out lol
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